using System;
using System.Collections;
using Server;
using Server.Items;

namespace Server.Mobiles
{
	public class FortuneTeller : BaseHealer
	{
		public override bool CanTeach{ get{ return true; } }

		public override bool CheckTeach( SkillName skill, Mobile from )
		{
			if ( !base.CheckTeach( skill, from ) )
				return false;

			return ( skill == SkillName.Anatomy )
				|| ( skill == SkillName.Healing )
				|| ( skill == SkillName.Forensics )
				|| ( skill == SkillName.SpiritSpeak );
		}

		[Constructable]
		public FortuneTeller()
		{
			Title = "the fortune teller";

			SetSkill( SkillName.Anatomy, 85.0, 100.0 );
			SetSkill( SkillName.Healing, 90.0, 100.0 );
			SetSkill( SkillName.Forensics, 75.0, 98.0 );
			SetSkill( SkillName.SpiritSpeak, 65.0, 88.0 );
		}

		public override bool IsActiveVendor{ get{ return true; } }
		public override bool IsInvulnerable{ get{ return true; } }

		public override void InitSBInfo()
		{
			SBInfos.Add( new SBMage() );
			SBInfos.Add( new SBFortuneTeller() );
		}

		public override int GetRobeColor()
		{
			return Utility.RandomBrightHue();
		}

		public override void InitOutfit()
		{
			base.InitOutfit();

			switch ( Utility.Random( 3 ) )
			{
				case 0: AddItem( new SkullCap( Utility.RandomBrightHue() ) ); break;
				case 1: AddItem( new WizardsHat( Utility.RandomBrightHue() ) ); break;
				case 2: AddItem( new Bandana( Utility.RandomBrightHue() ) ); break;
			}

			AddItem( new Spellbook() );
		}

		public FortuneTeller( Serial serial ) : base( serial )
		{
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );

			writer.Write( (int) 0 ); // version
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );

			int version = reader.ReadInt();
		}
	}
}